// // Simple passthrough vertex shader // attribute vec3 in_Position; // (x,y,z) //attribute vec3 in_Normal; // (x,y,z) unused in this shader. attribute vec4 in_Colour; // (r,g,b,a) attribute vec2 in_TextureCoord; // (u,v) varying vec2 v_vTexcoord; varying vec4 v_vColour; void main() { vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0); gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos; v_vColour = in_Colour; v_vTexcoord = in_TextureCoord; } //######################_==_YOYO_SHADER_MARKER_==_######################@~ #define PI 3.14159265359 varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float side; uniform vec4 color; uniform float angle; float line_segment(in float ang) { vec2 a = vec2(.5); vec2 b = vec2(.5) + vec2(cos(ang), -sin(ang)) * 0.3; vec2 p = v_vTexcoord; vec2 ba = b - a; vec2 pa = p - a; float h = clamp(dot(pa, ba) / dot(ba, ba), 0., 1.); return length(pa - h * ba); } void main() { float dist = length(v_vTexcoord - .5) - 0.3; float alp = 0.; bool inside = dist < 0.; dist = abs(dist); alp = max(alp, smoothstep(2. / side, 0.8 / side, dist)); alp = max(alp, smoothstep(2. / side, 0.8 / side, line_segment(angle))); gl_FragColor = vec4(color.rgb, alp); }